Production design and game design in videogames: Action, emotion and immersion in the player lived

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Abstract

In a linear narrative of a 3D animation the viewer is led, without choice, through a number of spaces, events, conclusions, expectations, premonitions, anticipations, fears, joys, empathy and dislikes, characters and environments, fictional readings in dreamlike narratives, where reality and fantasy that tend to blend. Across this experience of fiction—perceived, understood, felt and judged—an animation viewer does not have, without being aware of it, any possibility of free will, because after all he is being driven to feel and watch a story that is narrated from inside, along its multiple steps. Differently, in a Videogame the Player is allowed to act on the plot’s fictional world, in its characters and events. In this tale storytelling and script, the referred linearity would become here in theoretically infinite lines of possible events and plots, with diverse endings, in which a narrative story line diverges in multiple plots. Or is it not so?.

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Figueiredo, C. (2016). Production design and game design in videogames: Action, emotion and immersion in the player lived. In Advances in Intelligent Systems and Computing (Vol. 485, pp. 665–673). Springer Verlag. https://doi.org/10.1007/978-3-319-41983-1_60

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